Got stuck when tried to implement “fog of war” with additional occlusion effect - when anything is occluded from character’s line of sight - it’s also “fogged”.
Got working basic solution - without occlusion, it works simply in postprocess (CustomPass), testing depth buffer against analytical shapes originating in player’s head) as seen on attached screenshot:
Had two ideas about how one would implement this:
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place realtime spotlight source with shadowmap and low luminous intensity (= 0.0001 lumen) into player’s head. And access light’s shadowmap from CustomPass.
But HDShadowAtlas and ShadowRequest are not exposed to external world
Any way to fetch light’s shadowmap without “hijacking” HDRP code and breaking forward compatibility? -
make second camera and force depth-only / depth prepass rendering. place it into player’s head, and copy depth buffer during “CustomPass” for second camera & use it in CustomPass of first camera. How one would force “offscreen” camera rendering and depth-pass only?
Wondering what is the “best practices” approach to implement this on top of HDRP?
P.S. Appologize for posting in this forum, is there a way to move this post into HDRP forum Unity Engine - Unity Discussions ?
